150 lines
3.4 KiB
C#
150 lines
3.4 KiB
C#
using System.Collections.Immutable;
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using PkmnLib.Static.Utils;
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namespace PkmnLib.Static;
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/// <summary>
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/// An item category defines which bag slot items are stored in.
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/// </summary>
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public enum ItemCategory
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{
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/// <summary>
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/// This is where most items should go.
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/// </summary>
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MiscItem,
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/// <summary>
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/// Pokeballs are used for capturing Pokémons.
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/// </summary>
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Pokeball,
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/// <summary>
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/// Medicine is used for healing HP, PP, and status effects.
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/// </summary>
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Medicine,
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/// <summary>
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/// Berry is used for all berries.
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/// </summary>
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Berry,
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/// <summary>
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/// TMHM is used for Technical and Hidden Machines.
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/// </summary>
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TmHm,
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/// <summary>
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/// Form Changer is used for items that change forms, such as mega stones.
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/// </summary>
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FormChanger,
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/// <summary>
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/// Key Items are single stored items, generally used for story progression.
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/// </summary>
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KeyItem,
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/// <summary>
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/// Mail is used for mail items.
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/// </summary>
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Mail,
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}
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/// <summary>
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/// A battle item category defines how the item is categorized when in battle.
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/// </summary>
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public enum BattleItemCategory
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{
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/// <summary>
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/// This item can't be used in battle.
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/// </summary>
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None,
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/// <summary>
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/// This item is used for healing Pokémon.
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/// </summary>
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Healing,
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/// <summary>
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/// This item is used for healing Pokémon from a status.
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/// </summary>
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StatusHealing,
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/// <summary>
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/// This item is used for capturing Pokémon.
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/// </summary>
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Pokeball,
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/// <summary>
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/// This item does not belong in above categories, but is still a battle item.
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/// </summary>
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MiscBattleItem,
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}
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/// <summary>
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/// An item is an object which the player can pick up, keep in their Bag, and use in some manner.
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/// </summary>
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public interface IItem : INamedValue
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{
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/// <summary>
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/// Which bag slot items are stored in.
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/// </summary>
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ItemCategory Category { get; }
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/// <summary>
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/// How the item is categorized when in battle.
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/// </summary>
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BattleItemCategory BattleCategory { get; }
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/// <summary>
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/// The buying value of the item.
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/// </summary>
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int Price { get; }
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/// <summary>
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/// A set of arbitrary flags that can be set on the item.
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/// </summary>
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ImmutableHashSet<StringKey> Flags { get; }
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/// <summary>
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/// Checks whether the item has a specific flag.
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/// </summary>
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/// <param name="key">The flag to check for.</param>
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/// <returns>True if the item has the flag, false otherwise.</returns>
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bool HasFlag(string key);
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}
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/// <inheritdoc />
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public class ItemImpl : IItem
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{
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/// <inheritdoc cref="ItemImpl"/>
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public ItemImpl(StringKey name, ItemCategory category, BattleItemCategory battleCategory, int price,
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IEnumerable<StringKey> flags)
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{
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Name = name;
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Category = category;
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BattleCategory = battleCategory;
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Price = price;
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Flags = [..flags];
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}
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/// <inheritdoc />
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public StringKey Name { get; }
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/// <inheritdoc />
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public ItemCategory Category { get; }
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/// <inheritdoc />
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public BattleItemCategory BattleCategory { get; }
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/// <inheritdoc />
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public int Price { get; }
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/// <inheritdoc />
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public ImmutableHashSet<StringKey> Flags { get; }
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/// <inheritdoc />
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public bool HasFlag(string key)
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{
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return Flags.Contains(key);
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}
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} |